All it appears to do is return a channel. So, like where is all the playing code etc, what does it do with alloced_channel? Where is the *real* source? ...
Arrrrrrrgh...Not again... ;opIt's in FreeAudioAudio.bmx!
TSound, TChannel and TAudioDriver, make up the 'Null' driver (remember?).
If FreeAudio can initialise, TFreeAudioSound (which extends TSound), TFreeAudioChannel (which extends TChannel) and TFreeAudioAudioDriver (which extends TAudioDriver) are used via 'audio_driver:TAudioDriver' (which is global). All the magic takes place in TSound.Load().
I can't be arsed to explain it fully, just read the code man! ;op